Is this possible?

Discussion in 'Mapping Questions & Discussion' started by Garner, Aug 28, 2009.

  1. Garner

    Garner L4: Comfortable Member

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    Can you move the payload, for example, down an elevator?

    Like checkpoint 3 is on an elevator, and when capped, the elevatoractivates and moves to a lower level, and when it arrives, it can continue along its path to checkpoint 4.

    I hope this is possible, as it would be pretty sweet :)
     
  2. Terr

    aa Terr Cranky Coder

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    Not sure. It would sort of suck if the track got de-synchronized to the actual elevator because some enemy player was nearby and made it halt in midair.
     
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  3. Zanpa

    Zanpa L4: Comfortable Member

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    pl_cranetop does something like this (with a CP).
     
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  4. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    I'm sure it would be using one of these methods to create an elevator. Then when the cart gets to a certain path track (which would be above the elevator floor) send an output

    OnPass -> PayloadCartTrigger* -> Disable
    OnPass -> ElevatorFloor* -> Open

    I don't know how to move the pl down to the next path_track which would be at the bottom of the elevator, I'm assuming you could hack the rollback of plr to work here. I don't know the ins and outs of this. When it does however get to the second (bottom) path track. Just have.

    OnPass -> PayloadCartTrigger* -> Enable

    so you can move forward once again.

    I hope I've helped, if even a little. Anything with a * replace with your own entity names.

    (Disable the trigger capture area for the pl so it doesn't move faster than the elvator)
     
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  5. alecom

    alecom L8: Fancy Shmancy Member

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    You just have to make sure it doesn't face the next track_path when it is moving vertically.
     
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  6. lustygoat

    lustygoat L2: Junior Member

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    Yeah, I've done it (pl_arroyo_a12c) and seen other maps with it (ghost town I think). To summarize what people have pointed out...

    1. put a path node where the cart should be when the elevator starts
    2. put the next path node where the cart should be when the elevator stops
    3. make sure the path nodes are set to point the cart at the node's vector rather than the direction of motion, and point that vector at the proper direction the bomb should be facing while on the elevator
    4. have the bomb capture area turn off when it reaches path node 1, then have the bomb cart stop
    5. after a brief delay, tell the elevator to move at the same time you tell the cart to move forward at speed X
    6. tell the cart to stop moving when it reaches path node 2
    7. turn the capture area back on

    then just adjust speed X until the cart and elevator move together.

    I suggest adding time to the round timer when it reaches the elevator so you aren't creating a scenario where the timer might reach 0 while the bomb cart is on the elevator... because as a player it would feel really aggravating to lose the match because of a stupid slow elevator :D
     
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  7. Waif

    Waif L7: Fancy Member

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    I know for sure that ghost town does this
     
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  8. Garner

    Garner L4: Comfortable Member

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    ah nice one :D

    It will make my map alot more interesting (potentially) instead of breaking it up into 2 stages as i wanted to make a 1 stage / badwater or swift type map.

    <3 all
     
  9. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    The interesting part will be how you get the attacking team to the bottom of the elevator shaft. Is the elevator large enough for them as well? Could the defending team camp the bottom ahead of time so you're walking into a half dozen Sentry Guns? Can the attacking team get down to the bottom via alternate routes fast enough that they don't lose time trying to catch up, or will they have to camp the base of the shaft waiting for the bomb?